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		[page:EventDispatcher] &rarr;

		<h1>[name]</h1>

		<p class="desc">
		The implementation of this class is based on the [link:https://developer.mozilla.org/en-US/docs/Web/API/Pointer_Lock_API Pointer Lock API].
		[name] is a perfect choice for first person 3D games.
		</p>

		<h2>Code Example</h2>

		<code>
		const controls = new PointerLockControls( camera, document.body );

		// add event listener to show/hide a UI (e.g. the game's menu)

		controls.addEventListener( 'lock', function () {

			menu.style.display = 'none';

		} );

		controls.addEventListener( 'unlock', function () {

			menu.style.display = 'block';

		} );
		</code>

		<h2>Examples</h2>

		<p>[example:misc_controls_pointerlock misc / controls / pointerlock ]</p>

		<h2>Constructor</h2>

		<h3>[name]( [param:Camera camera], [param:HTMLDOMElement domElement] )</h3>
		<p>
			<p>
			[page:Camera camera]: The camera of the rendered scene.
			</p>
			<p>
			[page:HTMLDOMElement domElement]: The HTML element used for event listeners.
			</p>
			<p>
				Creates a new instance of [name].
			</p>
		</p>

		<h2>Events</h2>

		<h3>change</h3>
		<p>
			Fires when the user moves the mouse.
		</p>

		<h3>lock</h3>
		<p>
			Fires when the pointer lock status is "locked" (in other words: the mouse is captured).
		</p>

		<h3>unlock</h3>
		<p>
			Fires when the pointer lock status is "unlocked" (in other words: the mouse is not captured anymore).
		</p>

		<h2>Properties</h2>

		<h3>[property:HTMLDOMElement domElement]</h3>
		<p>
			The HTMLDOMElement used to listen for mouse / touch events. This must be passed in the constructor; changing it here will
			not set up new event listeners.
		</p>


		<h3>[property:Boolean isLocked]</h3>
		<p>
			Whether or not the controls are locked.
		</p>

		<h3>[property:Float maxPolarAngle]</h3>
		<p>
			Camera pitch, upper limit. Range is 0 to Math.PI radians. Default is Math.PI.
		</p>

		<h3>[property:Float minPolarAngle]</h3>
		<p>
			Camera pitch, lower limit. Range is 0 to Math.PI radians. Default is 0.
		</p>

		<h2>Methods</h2>

		<p>See the base [page:EventDispatcher] class for common methods.</p>

		<h3>[method:null connect] ()</h3>
		<p>
			Adds the event listeners of the controls.
		</p>

		<h3>[method:null disconnect] ()</h3>
		<p>
			Removes the event listeners of the controls.
		</p>

		<h3>[method:Vector3 getDirection] ( [param:Vector3 target] )</h3>
		<p>
			<p>
				[page:Vector3 target]: The target vector.
			</p>
			<p>
				Returns the look direction of the camera.
			</p>
		</p>

		<h3>[method:null lock] ()</h3>
		<p>
			Activates the pointer lock.
		</p>

		<h3>[method:null moveForward] ( [param:Number distance] )</h3>
		<p>
			<p>
				[page:Number distance]: The signed distance.
			</p>
			<p>
				Moves the camera forward parallel to the xz-plane. Assumes camera.up is y-up.
			</p>
		</p>

		<h3>[method:null moveRight] ( [param:Number distance] )</h3>
		<p>
			<p>
				[page:Number distance]: The signed distance.
			</p>
			<p>
				Moves the camera sidewards parallel to the xz-plane.
			</p>
		</p>

		<h3>[method:null unlock] ()</h3>
		<p>
			Exits the pointer lock.
		</p>

		<h2>Source</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/controls/PointerLockControls.js examples/jsm/controls/PointerLockControls.js]
		</p>
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